Monsters -- Levels 4-7




Wolf Person 



We don't want Universal Studios suing us so instead of The Wolf Man we're saying Wolf Person. And isn't that better anyway? Who are we to assume a monster's gender? 


On second thought let's just stick with 'werewolf'. 


Believe it or not, a werewolf is a natural-born monster, mean and snarly. And they smell pretty bad. Like, really bad. Have you ever had rotten meat in your mouth? It's like, they smell so bad it gets in your mouth. 


A natural-born werewolf will infect its victims with a virus and on the next full moon that victim will transform into a werewolf. It doesn't sound very scientific but that's how it works. The new werewolf will be cursed to hunt like a wolf and eat like a wolf, and run amok causing property damage and loss of human life. There's just nothing good about being a werewolf, despite all the glamorous movies you may have seen. Until the original natural-born werewolf is killed they will be cursed. And probably smell just as bad. 


Oh, and you don't need silver bullets to kill them. Regular bullets do just fine. 


Injury: 10

CP: 18

EP: 35

Special 

Werewolf Virus Bite: At will a werewolf can bite its victim and inject the werewolf virus. Victims must roll 1d20 under their Physicality or be infected. If you are infected you are now a monster. Hand over your character to the Game Master and create a new character. 



Griffin



Is an eagle-headed lion with expansive wings and has been known to take human form to conceal its true identity. A Griffin can extend its wings and with aggressive flapping can produce isolated wind storms on chosen targets. When attacking a Griffin has the ability to rise in the air and breathe fire at one chosen target. While grounded they do not have this ability. When it rears up, stretches its wings and arches its head back, take cover.    


Injury:  10

Character Points: 20

EP: 50

Special

Wind Storm: using its wings the Griffin causes a windstorm that causes +6 injury and a roll of 1d20. A roll of 11 and over results in unconsciousness. 

Fire Breath: 20 points of injury on affected area (1 target)



Pod People



Aliens from the fifth dimension want human bodies for reasons of infiltration and nutrition. 1) They will replace humans with their own kind disguised as your neighbors, friends, and family. 2) They will feed your body to their carnivorous plant god. 3) Repeat steps 1 & 2 after cloning your body and replacing it with a plant-based clone. That ficus in your office never looked so threatening. 


Injury: +15

CP: 18

EP: 50

Special

Warning Screech: When a Pod Person (from the fifth dimension) knows it has been discovered its eyes will grow large, its mouth will widen, and the most god-awful screech you have ever heard will blare out. At that point you should probably run because its plant-based kin are coming to its defense. How many? More than you can handle. Did you not just read the warning about running? 



Hot Mess



Is a subclass of Demon whose skin is fiery rock. With a whip that streaks Hellfire (equivalent to lava) when in use, and an inability to conceal their true form, a Hot Mess usually makes caves their home.  


Injury: +13

Character Points: 20

EP: 60

Special

Whip Lash: Hot Mess use their whips to entangle a target opponent and then yank back to release them, causing +6 injury and flinging them 10 ft into the air. While in mid-air a Hot Mess then leaps up with a powerful uppercut for an additional +4 injury. 



Mummy



There's only one mummy. No, that's not true. There are lots of mummies. All from Egypt. And they're quite angry about what the Victorians did to them back in the 1800s. Oh, yes. Quite so. To get revenge they're gonna drag us all into the Underworld where some messed up dog-headed god will pull out our heart and weigh it on some sort of judgement scale. 


Injury: +16

CP: 23

EP: 65

Special

Wrappings: When a mummy latches onto a victim the victim must roll 1d20 under their Physicality to escape. If fail the victim is quickly wrapped up in necrotic bandages and suffers a painful death. Create a new character. 



Pazuzu 



Pazuzu are wind spirits said to control tornados, and they are really ticked off about being mistaken for the Devil in the movie The Exorcist. They haunt abandoned structures when in spirit form but when taking corporeal shape they prefer caves usually high in the mountains.


At its strongest a Pazuzu can bring famine by causing winds to make it impossible for the growth of crops. At its weakest it lingers in the mountains until it can join a natural occurring storm. 


When fighting a Pazuzu an opponent must wait for it to take corporeal form. In spirit form a Pazuzu can only affect winds. To do battle it must take corporeal form. The physical form of a Pazuzu is humanoid with a jackal's head, birds' talons for feet, two pairs of wings, and a scorpion's tail.        


Injury: talons +15, wings +13, stinger +16

Character Points: 20 

EP: 80

Special

Wind Storm: using its wings it creates a windstorm that causes +8 injury and a roll under Physicality. A fail results in unconsciousness. 

Tornado: A Pazuzu uses its wings to create a whirlwind that gathers up debris into its cyclone, causing 18 points of injury. Tornado will continue until its opponents can kill it or escape, causing 18 injury each time they fail to escape. 


Karen, the Scorpion-Woman



A woman with the oversized body of a deadly scorpion and the upper half of an angry woman. She lures victims by concealing her scorpion half and pleading for help and needing to speak to your supervisor. When she is approached she lunges at her victim and then attempts to incapacitate them with her stinger, and then drags them into her lair to feed on. 

Injury: +16

Character Points: 22

EP: 100

Special

Surprise Lunge: opponent must roll 1d20 under their Physicality to avoid lunge. If fail they are captured. Must then roll under their Physicality again to escape. If fail they are stung and die. Create new character. 

Paralyzing Sting: In battle opponents must roll under their Physicality to avoid. If fail they are stung and die. Create new character. 



The Guardian (at the Gates of Babylon) 



Lammasu are celestial beasts left behind by the old Babylonian gods bearing a human head, bull's body and wings. Lammasu males have great horns and females have claws.


They were once guardians of their temples. Now they have awakened in museums all across America and ferociously stand guard at their ruined temple gates and over secret treasures within those same museums. 


Injury: female claws +16, male horns +18

Character Points: 23

EP: 100

Special

Speech: Lammasu have the ability to speak any language once they hear it. 

Charge: The males can charge like a bull causing +22 Injury.  



Mermaids From Hell (true story) 



And you thought you could get away from all the monsters by jumping into the ocean. Or river or lake, or any large body of water. Nope. Not only are there fish down there with pointy teeth and bad temperaments, there are Mermaids. From Hell. 


Somewhere deep down in that abyss called the Mariana Trench there's a gateway to Hell. If you didn't see that totally real biopic about sea demons you should look it up. Turns out Mermaids are the worst of the bunch. Who knew! 


Mermaids, despite being from Hell, are water-faring creatures who protect the wildlife within the body of water they rule over. Their environment is sacred to them and they will attack any who intrude, especially fishermen or those hunting for treasure.  


Mermaids have the ability to converse with all animals but are most comfortable with aquatic animals. They often prophesy goodwill to the wildlife they protect and they have great storehouses of treasures, usually in a cave somewhere at the bottom of their body of water.  


A Mermaid has the upper body of a woman and the lower body of an aquatic snake with a stinger at the end of the tail and they tend to carry tridents. Because tridents are deadly and they look very intimidating. Which they are. 


Injury: trident +16, stinger +18

Character Points: 20

EP: 150

Special

Prophecy: Creatures often seek out a Mermaid for its ability to prophesy. To those who show goodwill to a Mermaid they may grant a good prophecy, but to those of ill-intent they either ignore them or prophesy their doom. 

Dream Interpretation: Mermaids can also interpret the meanings of dreams and they are never wrong. To good creatures they will speak the truth, but to those of ill-intent they may tell them nothing at all or a wrong interpretation. 



The Incredible Lion Men



Strong and fierce, these fantastic creatures are lion-centaur hybrids, that are quadrupedal felines from the waist down and humanoids from the waist up. They were formerly held captive at carnivals but have recently emancipated themselves and seek revenge for years of humiliation from having to carry around very husky American boys on their backs who got cotton candy stuck in their manes. 


For reasons unknown to reputable scientists they are drawn to young women they see as damsels in distress, whom they often kidnap and then later discover she is a strong independent woman. But these Lion Men will fight fiercely to protect their damsels nonetheless. 


Injury: claws +13, club +15, sword +16

Character Points: 20 

EP: 125

Special

Ferocious Roar: before an attack it roars loudly for which all opponents must roll under their Intellect. Fails result in a -2 to all attacks during the first round of battle. 


Charge: it charges like a bull with a +18 Injury.



The Thing From Outer Space



In space, where it is said these monsters self-replicate, this monster is an amorphous “thing with no shape". 


Once it is introduced to an atmosphere, natural or otherwise, the Thing will slowly come to life. The first creature it comes into contact with by touch it will take that form and assume its SAS.


The Thing will then attack with the intent of consuming its targets and taking their form. 


Once the Thing has taken a form from its genetic donors it has access to their memories and thus learns what it needs to defeat its opponents. The Thing can then take shape in the form of loved ones. 


Injury: +12

CP: varied, determined by the score of the character it imitates but starts with 10

EP: 300 

Special

Quick Change: before an opponent sees it the Thing can change its shape in under a minute to that of a non-threat, although the shape must be biological. 

Evade: it can revert back to its natural form and has an advantage to Escape. 

To capture an opponent the Thing rolls under the character's Physicality. When an opponent is captured they must roll under their Physicality to escape. They may attempt this only three times. If fail they are then consumed and dead. Create a new character. 


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